Arrival to Waterdeep
S02E02
The party's journey continued with the aftermath of a challenging encounter with electric snakes. Yrdlyn and Glittr skillfully harvested fangs from the magical creatures, the latter enduring some damage in the process. After a brief rest, the group resumed their southward trek. Days 5 and 6 passed uneventfully, with the Mere and Thornhold marking notable waypoints.
Day 8 unveiled a change in terrain, as rolling hills replaced the previous landscapes. As the party walked, an astonishing sight caught their eyes—a castle floating a mile overhead in the sky. The ethereal structure moved eastward, leaving the party in awe of the mystical spectacle.
Waterdeep greeted them on the 11th day, its towering walls and districts providing a homecoming for some. Caulkin, a city native, guided the party through the diverse neighborhoods: Castle Ward, Dock Ward, Field Ward, North Ward, Sea Ward, Southern Ward, Trade Ward, and the intriguing City of the Dead.
Castle Ward: Where Castle Waterdeep is situated. This district houses many wealthy individuals who, despite not being nobles themselves, enjoy opulent lifestyles. Think of it as the lower Manhattan of Waterdeep.
Dock Ward: A district true to its name, where seedy dealings often transpire. It's a bustling hub for various transactions, akin to the bustling atmosphere of Bushwick.
Field Ward: The newest area, situated outside the inner walls, is inhabited by the city's poorer residents. It can be compared to Alphabet City, with its vibrant yet economically struggling community.
North Ward: The abode of nobles and old money. This district exudes an air of aristocracy, much like the Upper East Side in the real world.
Sea Ward: Representing new money, this district is vibrant and bustling, reminiscent of the West Village. Merchants and a younger crowd dominate the scene.
Southern Ward: A utilitarian area with stables, warehouses, and shops. It can be likened to the Greenpoint or Long Island City of Waterdeep, serving more as a workspace than a residential zone.
Trade Ward: A commerce-centric area, comparable to Midtown. It's lively during the day with various activities but quietens down at night when commerce dwindles.
City of the Dead: A walled cemetery that serves as a park during the day despite housing the deceased. Drawing a parallel to Central Park, it is a serene and green space within the city.
Finding lodging at the Spotted Deer Inn in the Sea Ward, the party engaged in casual conversation with the Elven Bartender, learning of the city's usual tranquility and the return of Laeral Silverhand. Plans were made to explore various locales, including an alchemist's shop, a library, and more. Caulkin, however, expressed disinterest in meeting Laeral.
At The Citadel, a library in the Castle Ward, Glittr delved into the section on "Giants." The A-Z of Cloud Giants provided insights into these formidable beings—powerful, intelligent, and strategic. Glittr discovered that the floating castle likely harbored cloud giants, hinting at their ancient conflict with dragons and their unique abilities.
The party dispersed to pursue individual interests. Yrdlyn bought seeds at a farmer's market, Pearl scoured the Dock Ward for spellcasting needs, Ari visited an alchemist, Brylwynn played music to attract her family's attention, and Glittr explored the church of Lliira.
The next day, practical matters took precedence. The group established a P.O. box, crafted a letter to Gundren regarding perpetuity payments, and sent Droop Goblinfoot a postcard with additional silver coin payments. Individual pursuits continued—Glittr at a church, Ari crafting a smokestick, Yrdlyn sightseeing, and Pearl visiting a temple for the Raven Queen.
The morning of their second day in Waterdeep brought a renewed sense of purpose. Glittr and Brylwynn boarded The Evergreen, bound for Baldur's Gate, assuming roles as security guards during the 10-day journey. Caulkin chose to stay in Waterdeep, and the rest of the party headed to the Southgate. Yrdlyn ventured east into the forest, while Pearl, Ari, and Fey set out southeast, destined for Dagerford. Ari, opting for a riverside trail, planned to journey up to Secomber, marking the beginning of the party's divergent paths in this sprawling city of intrigue and opportunity.
Summary
Encounter and Exploration: The party faces off against electric snakes, skillfully harvesting their fangs. Journeying south, they pass by the Mere and Thornhold, experiencing smooth travels on days 5 and 6.
Skyward Castle: On day 8, the terrain shifts to rolling hills, and the group witnesses a castle floating overhead. It moves eastward, leaving the party intrigued by the mystical sight.
Waterdeep Arrival: Day 11 brings the adventurers to Waterdeep's gates, with Caulkin guiding them through the diverse districts. Each ward is vividly described, from the opulence of Castle Ward to the utilitarian Southern Ward.
City Exploration: The party lodges in the Sea Ward, engages in small talk at the Spotted Deer Inn, and plans visits to an alchemist, a library, and other locales. The diverse interests of each character unfold, revealing their engagement with the city's offerings.
Individual Pursuits: The party delves into personal endeavors, ranging from Glittr's research on cloud giants in The Citadel to Yrdlyn's visit to a farmer's market. As dawn breaks on their second morning in Waterdeep, the group disperses for separate journeys within the city and beyond.